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At when the engine will load image for ent_create( )? #216000
07/14/08 14:43
07/14/08 14:43
Joined: Jun 2008
Posts: 91
C
Coisox Offline OP
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Coisox  Offline OP
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C

Joined: Jun 2008
Posts: 91
Lets say when we press the key_a, we call ent_create ("picture.png", nullvector, NULL);

My question, when did the engine "really" start loading the image?

a) at the time when we press the key_a
b) when the engine start loading, before the level_load();

Re: At when the engine will load image for ent_create( )? [Re: Coisox] #216002
07/14/08 15:10
07/14/08 15:10
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
a


3333333333
Re: At when the engine will load image for ent_create( )? [Re: Quad] #216013
07/14/08 16:09
07/14/08 16:09
Joined: Jul 2007
Posts: 959
nl
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flits Offline
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flits  Offline
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Posts: 959
nl
anyway if you use level_load all enties are purged so it isnt loaded then any more


"empty"
Re: At when the engine will load image for ent_create( )? [Re: flits] #216088
07/15/08 01:54
07/15/08 01:54
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Coisox Offline OP
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Coisox  Offline OP
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flits,
you mean, if I'm using the level_load, the answer is b? But in big project, it seems strange if the engine load everything into the memory before the game start. It is a good feature for small project but not for a big project.

Quadraxas,
I call a sequence of big textures (1024x1024) on key_a as my effects. But it seems so fast and smooth if like you said, load on the current event. My code is something like this:
Code:
ENTITY* aaa[3];

function keyboard()
{
	if (key_a)
	{
		aaa[0] = ent_create("bigTexture1.png", bla...bla...);
		wait(-0.2); ent_remove(aaa[0]); aaa[0] = NULL;

		aaa[1] = ent_create("bigTexture2.png", bla...bla...);
		wait(-0.2); ent_remove(aaa[1]); aaa[1] = NULL;

		aaa[2] = ent_create("bigTexture3.png", bla...bla...);
		wait(-0.2); ent_remove(aaa[2]); aaa[2] = NULL;
	}
}

function main()
{
	level_load(bla...bla...);
}



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